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📄 rapidgliding.cpp

📁 天之炼狱1服务器端源文件游戏服务端不完整
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//////////////////////////////////////////////////////////////////////////////// Filename    : RapidGliding.cpp// Written by  : // Description : //////////////////////////////////////////////////////////////////////////////#include "RapidGliding.h"#include "Gpackets/GCModifyInformation.h"#include "Gpackets/GCStatusCurrentHP.h"#include "Gpackets/GCSkillToTileOK1.h"#include "Gpackets/GCSkillToTileOK5.h"//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 鸥老 勤甸矾 //////////////////////////////////////////////////////////////////////////////void RapidGliding::execute(Vampire* pVampire, ZoneCoord_t X, ZoneCoord_t Y,  VampireSkillSlot* pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		// NPC绰 傍拜且 荐啊 绝促.		//		bool bIncreaseDomainExp = pVampire->isRealWearingEx(Vampire::WEAR_RIGHTHAND);		GCSkillToTileOK1 _GCSkillToTileOK1;		GCSkillToTileOK5 _GCSkillToTileOK5;		VSRect rect(0, 0, pZone->getWidth()-1, pZone->getHeight()-1);		if ( !rect.ptInRect(X, Y) )		{			executeSkillFailException(pVampire, getSkillType());		}		SkillInput input(pVampire);		SkillOutput output;		computeOutput(input, output);		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		int  RequiredMP  = decreaseConsumeMP(pVampire, pSkillInfo);		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, X, Y, output.Range);		bool bEffected	 = pVampire->hasRelicItem() 							|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_FLAG) 							|| pVampire->isFlag(Effect::EFFECT_CLASS_HAS_SWEEPER);		bool bPassLine	 = isPassLine( pZone, pVampire->getX(), pVampire->getY(), X, Y );		if (bManaCheck && bTimeCheck && bRangeCheck && !bEffected && bPassLine )		{			// 狐福霸 PC甫 框流咯霖促.			if (pZone->moveFastPC(pVampire, pVampire->getX(), pVampire->getY(), X, Y, getSkillType())) 			{				decreaseMana(pVampire, RequiredMP, _GCSkillToTileOK1);				_GCSkillToTileOK1.setSkillType(SkillType);				_GCSkillToTileOK1.setCEffectID(0);				_GCSkillToTileOK1.setX(X);				_GCSkillToTileOK1.setY(Y);				_GCSkillToTileOK1.setRange(0);				_GCSkillToTileOK1.setDuration(0);				_GCSkillToTileOK5.setObjectID(pVampire->getObjectID());				_GCSkillToTileOK5.setSkillType(SkillType);				_GCSkillToTileOK5.setX(X);				_GCSkillToTileOK5.setY(Y);				_GCSkillToTileOK5.setRange(0);				_GCSkillToTileOK5.setDuration(0);				// 磊脚俊霸 官诧 HP甫 舅妨霖促.				pPlayer->sendPacket( &_GCSkillToTileOK1);				// 林困俊 HP啊 官布促绊 舅赴促.				GCStatusCurrentHP gcStatusCurrentHP;				gcStatusCurrentHP.setObjectID(pVampire->getObjectID());				gcStatusCurrentHP.setCurrentHP(pVampire->getHP());				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP, pVampire);				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &_GCSkillToTileOK5, pVampire);				pVampireSkillSlot->setRunTime(output.Delay);			} 			else 			{				executeSkillFailException(pVampire, getSkillType());			}		} 		else 		{			executeSkillFailException(pVampire, getSkillType());		}	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}//////////////////////////////////////////////////////////////////////////////// 轨颇捞绢 坷宏璃飘 勤甸矾//////////////////////////////////////////////////////////////////////////////void RapidGliding::execute(Vampire * pVampire, ObjectID_t TargetObjectID, VampireSkillSlot * pVampireSkillSlot, CEffectID_t CEffectID)	throw(Error){	__BEGIN_TRY	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " Begin" << endl;	Assert(pVampire != NULL);	Assert(pVampireSkillSlot != NULL);	try 	{		Player* pPlayer = pVampire->getPlayer();		Zone* pZone = pVampire->getZone();		Assert(pPlayer != NULL);		Assert(pZone != NULL);		Creature* pTargetCreature = pZone->getCreature(TargetObjectID);		//SkillType_t       SkillType  = pVampireSkillSlot->getSkillType();		//Assert(pTargetCreature != NULL);		// NoSuch力芭. by sigi. 2002.5.2		// NPC绰 傍拜且 荐啊 绝促.		if (pTargetCreature==NULL)		{			executeSkillFailException(pVampire, getSkillType());			//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;			return;		}//		bool bIncreaseDomainExp = pVampire->isRealWearingEx(Vampire::WEAR_RIGHTHAND);		execute( pVampire, pTargetCreature->getX(), pTargetCreature->getY(), pVampireSkillSlot, CEffectID );/*		SkillInput input(pVampire);		SkillOutput output;		computeOutput(input, output);		SkillInfo*        pSkillInfo = g_pSkillInfoManager->getSkillInfo(SkillType);		int  RequiredMP  = (int)pSkillInfo->getConsumeMP();		bool bManaCheck  = hasEnoughMana(pVampire, RequiredMP);		bool bTimeCheck  = verifyRunTime(pVampireSkillSlot);		bool bRangeCheck = verifyDistance(pVampire, pTargetCreature, output.Range);		bool bEffected	 = pVampire->hasRelicItem();		if (bManaCheck && bTimeCheck && bRangeCheck && !bEffected )		{			// 狐福霸 PC甫 框流咯霖促.			if (pZone->moveFastPC(pVampire, pVampire->getX(), pVampire->getY(), pTargetCreature->getX(), pTargetCreature->getY())) 			{				GCModifyInformation	gcMI;				decreaseMana(pVampire, RequiredMP, gcMI);				// 磊脚俊霸 官诧 HP甫 舅妨霖促.				pPlayer->sendPacket( &gcMI );				// 林困俊 HP啊 官布促绊 舅赴促.				GCStatusCurrentHP gcStatusCurrentHP;				gcStatusCurrentHP.setObjectID(pVampire->getObjectID());				gcStatusCurrentHP.setCurrentHP(pVampire->getHP());				pZone->broadcastPacket(pVampire->getX(), pVampire->getY(), &gcStatusCurrentHP, pVampire);				pVampireSkillSlot->setRunTime(output.Delay);			} 			else 			{				executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);			}		} 		else 		{			executeSkillFailNormal(pVampire, getSkillType(), pTargetCreature);		}		*/	} 	catch (Throwable & t) 	{		executeSkillFailException(pVampire, getSkillType());	}	//cout << "TID[" << Thread::self() << "]" << getSkillHandlerName() << " End" << endl;	__END_CATCH}RapidGliding g_RapidGliding;

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